game-source/ParoxysmII/source/defs.rh

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2003-10-22 23:29:34 +00:00
/*
==============================================================================
SOURCE FOR GLOBALVARS_T C STRUCTURE
==============================================================================
*/
//
// system globals
//
@extern entity other;
@extern entity world;
@extern float time;
@extern float frametime;
@extern entity newmis; // if this is set, the entity that just
// run created a new missile that should
// be simulated immediately
@extern float force_retouch; // force all entities to touch triggers
// next frame. this is needed because
// non-moving things don't normally scan
// for triggers, and when a trigger is
// created (like a teleport trigger), it
// needs to catch everything.
// decremented each frame, so set to 2
// to guarantee everything is touched
@extern string mapname;
@extern float serverflags; // propagated from level to level, used to
// keep track of completed episodes
@extern float total_secrets;
@extern float total_monsters;
@extern float found_secrets; // number of secrets found
@extern float killed_monsters; // number of monsters killed
// spawnparms are used to encode information about clients across server
// level changes
@extern float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
//
// global variables set by built in functions
//
@extern vector v_forward, v_up, v_right; // set by makevectors()
// set by traceline / tracebox
@extern float trace_allsolid;
@extern float trace_startsolid;
@extern float trace_fraction;
@extern vector trace_endpos;
@extern vector trace_plane_normal;
@extern float trace_plane_dist;
@extern entity trace_ent;
@extern float trace_inopen;
@extern float trace_inwater;
@extern entity msg_entity; // destination of single entity writes
//
// required prog functions
//
@extern void() main; // only for testing
@extern void() StartFrame;
@extern void() PlayerPreThink;
@extern void() PlayerPostThink;
@extern void() ClientKill;
@extern void() ClientConnect;
@extern void() PutClientInServer; // call after setting the parm1... parms
@extern void() ClientDisconnect;
@extern void() SetNewParms; // called when a client first connects to
// a server. sets parms so they can be
// saved off for restarts
@extern void() SetChangeParms; // call to set parms for @self so they can
// be saved for a level transition
//================================================
@extern void end_sys_globals; // flag for structure dumping
//================================================
/*
==============================================================================
SOURCE FOR ENTVARS_T C STRUCTURE
==============================================================================
*/
//
// system fields (*** = do not set in prog code, maintained by C code)
//
@extern .float modelindex; // *** model index in the precached list
@extern .vector absmin, absmax; // *** origin + mins / maxs
@extern .float ltime; // local time for entity
@extern .float lastruntime; // *** to allow entities to run out of sequence
@extern .float movetype;
@extern .float solid;
@extern .vector origin; // ***
@extern .vector oldorigin; // ***
@extern .vector velocity;
@extern .vector angles;
@extern .vector avelocity;
@extern .string classname; // spawn function
@extern .string model;
@extern .float frame;
@extern .float skin;
@extern .float effects;
@extern .vector mins, maxs; // bounding box extents reletive to origin
@extern .vector size; // maxs - mins
@extern .void() touch;
@extern .void() use;
@extern .void() think;
@extern .void() blocked; // for doors or plats, called when can't push other
@extern .float nextthink;
@extern .entity groundentity;
// stats
@extern .float health;
@extern .float frags;
@extern .float weapon; // one of the IT_TSHOT, etc flags
@extern .string weaponmodel;
@extern .float weaponframe;
@extern .float currentammo;
@extern .float ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
@extern .float items; // bit flags
@extern .float takedamage;
@extern .entity chain;
@extern .float deadflag;
@extern .vector view_ofs; // add to origin to get eye point
@extern .float button0; // fire
@extern .float button1; // use
@extern .float button2; // jump
@extern .float impulse; // weapon changes
@extern .float fixangle;
@extern .vector v_angle; // view / targeting angle for players
@extern .string netname;
@extern .entity enemy;
@extern .float flags;
@extern .float colormap;
@extern .float team;
@extern .float max_health; // players maximum health is stored here
@extern .float teleport_time; // don't back up
@extern .float armortype; // save this fraction of incoming damage
@extern .float armorvalue;
@extern .float waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes
@extern .float watertype; // a contents value
@extern .float ideal_yaw;
@extern .float yaw_speed;
@extern .entity aiment;
@extern .entity goalentity; // a movetarget or an enemy
@extern .float spawnflags;
@extern .string target;
@extern .string targetname;
// damage is accumulated through a frame. and sent as one single
// message, so the super shotgun doesn't generate huge messages
@extern .float dmg_take;
@extern .float dmg_save;
@extern .entity dmg_inflictor;
@extern .entity owner; // who launched a missile
@extern .vector movedir; // mostly for doors, but also used for waterjump
@extern .string message; // trigger messages
@extern .float sounds; // either a cd track number or sound number
@extern .string noise, noise1, noise2, noise3; // contains names of wavs to play
//================================================
@extern void end_sys_fields; // flag for structure dumping
//================================================
/*
==============================================================================
VARS NOT REFERENCED BY C CODE
==============================================================================
*/
// edict.solid values
#define SOLID_NOT 0 // no interaction with other objects
#define SOLID_TRIGGER 1 // touch on edge, but not blocking
#define SOLID_BBOX 2 // touch on edge, block
#define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
#define SOLID_BSP 4 // bsp clip, touch on edge, block
// range values
#define RANGE_MELEE 0
#define RANGE_NEAR 1
#define RANGE_MID 2
#define RANGE_FAR 3
// deadflag values
#define DEAD_NO 0
#define DEAD_DYING 1
#define DEAD_DEAD 2
#define DEAD_RESPAWNABLE 3
// takedamage values
#define DAMAGE_NO 0
#define DAMAGE_YES 1
#define DAMAGE_AIM 2
#define STATE_TOP 0
#define STATE_BOTTOM 1
#define STATE_UP 2
#define STATE_DOWN 3
#define VEC_ORIGIN '0 0 0'
#define VEC_HULL_MIN '-16 -16 -24'
#define VEC_HULL_MAX '16 16 32'
#define VEC_HULL2_MIN '-32 -32 -24'
#define VEC_HULL2_MAX '32 32 64'
// protocol bytes
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#define SVC_TEMPENTITY 23.0
#define SVC_KILLEDMONSTER 27.0
#define SVC_FOUNDSECRET 28.0
#define SVC_INTERMISSION 30.0
#define SVC_FINALE 31.0
#define SVC_CDTRACK 32.0
#define SVC_SELLSCREEN 33.0
#define SVC_SMALLKICK 34.0
#define SVC_BIGKICK 35.0
#define SVC_MUZZLEFLASH 39.0
#define TE_SPIKE 0.0
#define TE_SUPERSPIKE 1.0
#define TE_GUNSHOT 2.0
#define TE_EXPLOSION 3.0
#define TE_TAREXPLOSION 4.0
#define TE_LIGHTNING1 5.0
#define TE_LIGHTNING2 6.0
#define TE_WIZSPIKE 7.0
#define TE_KNIGHTSPIKE 8.0
#define TE_LIGHTNING3 9.0
#define TE_LAVASPLASH 10.0
#define TE_TELEPORT 11.0
#define TE_BLOOD 12.0
#define TE_LIGHTNINGBLOOD 13.0
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// sound channels
// channel 0 never willingly overrides
// other channels (1-7) allways override a playing sound on that channel
#define CHAN_AUTO 0
#define CHAN_WEAPON 1
#define CHAN_VOICE 2
#define CHAN_ITEM 3
#define CHAN_BODY 4
#define CHAN_NO_PHS_ADD 8 // ie: CHAN_BODY | CHAN_NO_PHS_ADD
#define ATTN_NONE 0 // Attenuation
#define ATTN_NORM 1
#define ATTN_IDLE 2
#define ATTN_STATIC 3
// update types
#define UPDATE_GENERAL 0
#define UPDATE_STATIC 1
#define UPDATE_BINARY 2
#define UPDATE_TEMP 3
// entity effects
//float EF_BRIGHTFIELD = 1;
//float EF_MUZZLEFLASH = 2;
#define EF_BRIGHTLIGHT 4
#define EF_DIMLIGHT 8
#define EF_FLAG1 16
#define EF_FLAG2 32
// GLQuakeWorld Stuff
#define EF_BLUE 64 // Blue Globe effect for Quad
#define EF_RED 128 // Red Globe effect for Pentagram
// messages
#define MSG_BROADCAST 0 // unreliable to all
#define MSG_ONE 1 // reliable to one (msg_entity)
#define MSG_ALL 2 // reliable to all
#define MSG_INIT 3 // write to the init string
#define MSG_MULTICAST 4 // for multicast() call
// message levels
#define PRINT_LOW 0 // pickup messages
#define PRINT_MEDIUM 1 // death messages
#define PRINT_HIGH 2 // critical messages
#define PRINT_CHAT 3 // also goes to chat console
// multicast sets
#define MULTICAST_ALL 0 // every client
#define MULTICAST_PHS 1 // within hearing
#define MULTICAST_PVS 2 // within sight
#define MULTICAST_ALL_R 3 // every client, reliable
#define MULTICAST_PHS_R 4 // within hearing, reliable
#define MULTICAST_PVS_R 5 // within sight, reliable
//================================================
//
// globals
//
@extern float movedist;
@extern string string_null; // null string, nothing should be held here
@extern float empty_float;
@extern entity activator; // the entity that activated a trigger or brush
@extern entity damage_attacker; // set by T_Damage
@extern entity damage_inflictor;
@extern float framecount;
//
// cvars checked each frame
//
@extern float teamplay;
@extern float timelimit;
@extern float fraglimit;
@extern float deathmatch;
@extern float rj;
//================================================
//
// world fields (FIXME: make globals)
//
@extern .string wad;
@extern .string map;
@extern .float worldtype; // 0=medieval 1=metal 2=base
//================================================
@extern .string killtarget;
//
// quakeed fields
//
@extern .float light_lev; // not used by game, but parsed by light util
@extern .float style;
//
// monster ai
//
@extern .void() th_stand;
@extern .void() th_walk;
@extern .void() th_run;
@extern .void() th_missile;
@extern .void() th_melee;
@extern .void() th_pain;
@extern .void() th_die;
@extern .entity oldenemy; // mad at this player before taking damage
@extern .float speed;
@extern .float lefty;
@extern .float search_time;
@extern .float attack_state;
#define AS_STRAIGHT 1
#define AS_SLIDING 2
#define AS_MELEE 3
#define AS_MISSILE 4
//
// player only fields
//
@extern .float voided;
@extern .float walkframe;
// Zoid Additions
@extern .float maxspeed; // Used to set Maxspeed on a player
@extern .float gravity; // Gravity Multiplier (0 to 1.0)
@extern .float attack_finished;
@extern .float pain_finished;
@extern .float invincible_finished;
@extern .float invisible_finished;
@extern .float super_damage_finished;
@extern .float radsuit_finished;
@extern .float invincible_time, invincible_sound;
@extern .float invisible_time, invisible_sound;
@extern .float super_time, super_sound;
@extern .float rad_time;
@extern .float fly_sound;
@extern .float axhitme;
@extern .float show_hostile; // set to time+0.2 whenever a client fires a
// weapon or takes damage. Used to alert
// monsters that otherwise would let the player go
@extern .float jump_flag; // player jump flag
// + POX - removed
//.float swim_flag; // player swimming sound flag
// - POX
@extern .float air_finished; // when time > air_finished, start drowning
@extern .float bubble_count; // keeps track of the number of bubbles
@extern .string deathtype; // keeps track of how the player died
//
// object stuff
//
@extern .string mdl;
@extern .vector mangle; // angle at start
@extern .vector oldorigin; // only used by secret door
@extern .float t_length, t_width;
//
// doors, etc
//
@extern .vector dest, dest1, dest2;
@extern .float wait; // time from firing to restarting
@extern .float delay; // time from activation to firing
@extern .entity trigger_field; // door's trigger entity
@extern .string noise4;
//
// monsters
//
@extern .float pausetime;
@extern .entity movetarget;
//
// doors
//
@extern .float aflag;
@extern .float dmg; // damage done by door when hit
//
// misc
//
@extern .float cnt; // misc flag
//
// subs
//
@extern .void() think1;
@extern .vector finaldest, finalangle;
//
// triggers
//
@extern .float count; // for counting triggers
//
// plats / doors / buttons
//
@extern .float lip;
@extern .float state;
@extern .vector pos1, pos2; // top and bottom positions
@extern .float height;
//
// sounds
//
@extern .float waitmin, waitmax;
@extern .float distance;
@extern .float volume;
//===========================================================================
//
// builtin functions
//
@extern void(string e) error;
@extern void(string e) objerror;
// sets trace_* globals
// nomonsters can be:
// An entity will also be ignored for testing if forent == test,
// forent->owner == test, or test->owner == forent
// a forent of world is ignored
@extern void(vector v1, vector v2, float nomonsters, entity forent) traceline;
@extern entity() checkclient; // returns a client to look for
@extern entity(entity start, .string fld, string match) find;
@extern void(entity client, string s)stuffcmd;
@extern entity(vector org, float rad) findradius;
@extern void(float level, string s) bprint;
@extern void(entity client, float level, string s) sprint;
@extern void(string s) dprint;
@extern string(float f) ftos;
@extern string(vector v) vtos;
@extern float(float yaw, float dist) walkmove; // returns TRUE or FALSE
// #33 was removed
@extern float() droptofloor; // TRUE if landed on floor
@extern void(float style, string value) lightstyle;
// #39 was removed
@extern float(entity e) checkbottom; // true if @self is on ground
@extern float(vector v) pointcontents; // returns a CONTENT_*
// #42 was removed
@extern vector(entity e, float speed) aim; // returns the shooting vector
@extern void(string s) localcmd; // put string into local que
@extern entity(entity e) nextent; // for looping through all ents
// #48 was removed
@extern void() ChangeYaw; // turn towards @self.ideal_yaw
// at @self.yaw_speed
// #50 was removed
//
// direct client message generation
//
@extern void(float to, ...) WriteBytes;
@extern void(float to, vector v) WriteCoordV;
@extern void(float to, vector v) WriteAngleV;
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@extern void(float to, float f) WriteByte;
@extern void(float to, float f) WriteChar;
@extern void(float to, float f) WriteShort;
@extern void(float to, float f) WriteLong;
@extern void(float to, float f) WriteCoord;
@extern void(float to, float f) WriteAngle;
@extern void(float to, string s) WriteString;
@extern void(float to, entity s) WriteEntity;
@extern void(float step) movetogoal;
@extern void(string s) changelevel;
//#71 was removed
@extern void(entity client, string s) centerprint; // sprint, but in middle
@extern void(entity e, float chan, string samp, float vol, float atten) sound;
@extern void(vector pos, string samp, float vol, float atten) ambientsound;
@extern string(string s) precache_sound;
@extern string(string s) precache_model;
@extern string(string s) precache_file; // no effect except for -copy
@extern string(string s) precache_model2; // registered version only
@extern string(string s) precache_sound2; // registered version only
@extern string(string s) precache_file2; // registered version only
@extern void(entity e) setspawnparms; // set parm1... to the
// values at level start
// for coop respawn
@extern void(entity killer, entity killee) logfrag; // add to stats
@extern float(string s) stof; // convert string to float
@extern void(vector where, float set) multicast; // sends the temp message to a set
// of clients, possibly in PVS or PHS
//============================================================================
//
// subs.qc
//
@extern void(vector tdest, float tspeed, void() func) SUB_CalcMove;
@extern void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt;
@extern void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove;
@extern void() SUB_CalcMoveDone;
@extern void() SUB_CalcAngleMoveDone;
@extern void() SUB_Null;
@extern void() SUB_UseTargets;
@extern void() SUB_Remove;
// FIXME needs sorting into appropriate places
@extern vector () SetMovedir;
@extern void() InitTrigger;
@extern void(entity ent) CopyToBodyQue;
@extern void() SpawnObserver;
@extern void(entity me) flash_on;
@extern float() W_BestWeapon;
@extern void() ObserverThink;
@extern void (entity inflictor, entity attacker, float damage, entity ignore, string dtype) T_RadiusDamage;
@extern void(vector org, float damage) SpawnBlood;
@extern void(vector org, vector dir) launch_spike;
@extern void() superspike_touch;
@extern void() ID_CheckTarget;
@extern void() W_FireAxe;
@extern void() SuperDamageSound;
@extern void(float ox) W_FireNails;
@extern void(float ox) W_FirePlasma;
@extern void(vector barrel) W_FireRocket;
@extern void() W_FireTShot;
@extern void() W_SecondTrigger;
@extern float() crandom;
@extern void(float timeleft) DropQuad;
@extern void(float timeleft) DropRing;
@extern float modelindex_eyes, modelindex_player;
@extern void() DropBackpack;
@extern void() W_SetCurrentAmmo;
@extern .float regen_finished;
@extern .float armregen;
@extern vector() wall_velocity;
@extern void() player_run;
@extern void() player_axe1;
@extern void() player_axeb1;
@extern void() player_axec1;
@extern void() player_axed1;
@extern void() player_tshot;
@extern void() player_tshot1;
@extern void() player_shot1;
@extern void() player_plasma1;
@extern void() player_plasma2;
@extern void() player_nail1;
@extern void() player_grenade1;
@extern void() player_rocket1;
@extern void() player_stand1;
@extern void() W_Precache;
@extern void(entity targ, entity attacker) ClientObituary;
@extern void() teleport_touch;
@extern entity() SelectSpawnPoint;
@extern void() bubble_bob;
@extern void () player_pain;
@extern void () W_WeaponFrame;
@extern void () W_SetCurrentAmmo;
@extern void (vector org) spawn_tfog;
@extern void (vector org, entity death_owner) spawn_tdeath;
@extern void() PlayerDie;
@extern void() regen_ambientsound;
@extern void() InitBodyQue;
//
// combat.qc
//
@extern void(entity targ, entity inflictor, entity attacker, float damage) T_Damage;
@extern float (entity e, float healamount, float ignore) T_Heal; // health function
@extern float(entity targ, entity inflictor) CanDamage;